Domain: idsoftware.com
Stories and comments across the archive that link to idsoftware.com.
Comments · 362
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Bad Editorial
> From my understanding, the Quake III engine currently licenses for significantly ($250,000 USD) more than that
Either your understanding is incorrect, or you've misrepresented it. Unfortunatly, most of the posters here assumed you were correct. An overview of the license model can be found at id's website. It's actually a $250,000 gaurentee against 5% of wholesales. (You get much more than the license for that of course - you get all of id's developers for a day long Q&A session too). Alternatively, non-GPL projects can license Quake or Quake 2 for a flat fee of $10,000. -
Re:A better idea...
> They don't get the lump sum of 250K, but let them take a nice 10%-20% of every game published, and they'll be alright.
That isn't what id do. The Q3 license is based on a $250,000 against 5% of royalties. So they take 5% of the game, with a MINIMUM of $250,000. Remember, Carmack has a collection of exotic cars to feed (and more power to him!) -
Re:Looks to be a couple reasons why id doesn't
According the id's website, the license for Q3 is based on:
For a single title license, we charge a $250,000 guarantee against a 5% royalty of the wholesale price for the title.
Now, IANAL, but that reads to me as 5% of the wholesale price (i.e. per unit royalties), with a minimum of $250,000 paid up front. So they're gaurenteed the lump and, if your games is a success, they get royalties too.
Of course, you can also license Quake/Q2 for non-GPL projects for a flat fee of $10,000
(Oh, and the link doesn't work properly since /. is modifying the anchor tag. But at least it gets to the right page.) -
cachet of leading the industryIt's not like id gets anything from other companies licensing their software OTHER than money.
Actually, every successful licensee is an advertisement that increases the reputation of id technology. In fact, id has gone so far as to cultivate this in licensing Quake 3: "QUAKE III Arena engine licensees are part of an exclusive club that will remain exclusive because we are capping the total number of licensee companies."
Effectively, Raven, Ritual, et al. compete, as well as pay, for the privilege of showing off id's latest engine.
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Re:OK
[...] a gifted young hobby programmer learning his way through the SDL
And so ? Have you forgotten how the best game designers started their career ? The ID Software programmers started by coding Commander Keen. And who remember that the authors of Unreal were responsible for z-rated underdogs such as Jill Of The Jungle ? Honestly, I wouldn't be surprised if some day, we heard that the author of the LGames has been hired by a commercial game studio. In contrast, few Linux game programmers have been as prolific, and an awful lot of Linux games are horrendous (crappy or stolen graphics, no sound, early releases with no story or levels, bad gameplay, etc.). The LGames have at least the quality you would expect from a good Windows shareware game, while being free (as in beer, I mean) at the same time. Could you name many other influential Linux game designers that lie in the realm of Open Source ? If you take out the library programmers (Sam Lantinga/SDL, Shawn Hargreaves/Allegro, Jorrit Tyberghein/Crystal Space, Brian Paul/Mesa), the programmers of big (or considered so) projects that are heard of frequently (FreeCraft, FreeCiv, FlightGear, WorldForge,...), there is not many people left. So, I *definitely* think that interviewing people that make fun games is a Good Thing. But the questions should (IMHO) be oriented as to help other prospective game programmers make their games fun, too. That would be more productive than a SDL-versus-the-other-game-libraries troll
:-)Oh, well, just my
.2 anyway... -
Travel to .nl, and then pay?
I dunno, sounds like fun, but then again, that's why I'm going to Quakecon next month. We're running a full 100mbit LAN with internet access in a 1500 seat Bring-Your-Own-Computer area, and of course 2 tournaments with big cash prizes. Not going to have paintball, but then again its only 3 days for the event. (a little easier if you can only come on the weekend.) Get to see some of the cool displays from id Software, ATI, and whoever else is there this year. Last year, something like 3000 people showed up, to play, compete, or just to hang out.
Not to mention, I'd rather have my computer inside. Just one of those things. Concrete floor, A/C, etc.
But if I could go, I'd be there.
p24t
p24t-at-quakecon.org -
Re:Peak of gaming -- id software
With how far gaming has gone in the last 12 years, isn't it amazing that id software is still on top?
Commander Keen came out in 1980. id software is still on top with their Quake3 engine, and is poised to re-define real-time consumer-grade graphics with Doom3.
After all this time, the only company to do anything to challenge id's throne has been Epic Megagames, but the best they've done is beat id to the punch with their unreal2 engine that is just an evolutionary step from Quake3, while Doom3's graphics appear to be revolutionary. -
Re:They need to provide more info
Thank god I'm not in your shoes!
I can burn CDs, browse the web, watch a DVD (with menus and DeCSS and everything!), and play some games , too, all from my GNOME desktop on Linux! -
Re:Please consider the fact...
Blizzard's most likely simply bothered by the fact that the existence of bnetd decreases the intrinsic value of Battle.Net. Perhaps they have/had some plans in the wings to move Battle.Net over to a for-pay service; if they only allow their games to talk to *their* community (Battle.Net), then they've got a clear, guaranteed way to at least make some money.
Yeah. Because everyone knows that there's no way to make any money by selling games. I mean, if you want to make enough cash to buy a Ferrari, you clearly have to do something else.
And poor Blizzard is so cash strapped that they don't have the money to develop a new game, their only hope is to milk Battle.Net.
Yeah, my heart bleeds for those poor bastards...
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Re:Yet another engine ruined by the GPL...
Simply bold wrong,
With GLP, you just need to open your source code of your game, but can sell what make your game what it is (texture, models, maps, scripted parts...). See Id Software with is Quake source, they say, "OK, my source is GLP, but if you whant play Quake from theses sources you need to buy the CD for the ressources who are not GPL...". An other example is Radeon Labs, who create a new game called Nomads based on The Nebula Device Game Engine who is open source.
And just one thing don't use NetImmerse ! I am a Dark Age of Camelot addict player, and I can't play more than 3 hour in a row due to memory leaks. Actually I quit the game every 2 hours to get back some fluidity in the 3D Engine... -
Leaps and Bounds......the role of the lone inventor is over....getting all of the inovations together requires a (large) corporation.
I resemble that remark not to mention some other guys I know (search for "javasoft" for some humorous anecdotes).
Our heroic New Yorker author, with a single leap, bounded right over duos like the Wright Brothers and Atanasoff and Berry as well as small hunting packs like Id Software and small tribal clans like the Seymour Cray 34.
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What happened to "Final Doom?"
Hmmm... I thought that Final Doom was supposed to be the final chapter in the Doom Series. After all, it did have a tagline "This is it. The final chapter. It's done."
So... guess not! ;-) -
Re:iD is Flashwrong: http://www.idsoftware.com/index.php?flash=false try for yourself...
Although I have to admit I'm pretty disapointed it doesn't render correctly with Mozilla
:( -
Why link to Yahoo!?
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Leson to Learn
Ad-Aware may be successful as an unprofitable entity but so far their business model is not one that any sane businessman would follow.
...
So I'm particularly aware of the fact that this guy's advice is completely worthless to anyone who wants to make a living off of their open source software (would you prefer I just not open source it?) and I was a bit offended by the fact that he stated his worthless advice in a somewhat arrogant fashion.
I completely disagree. Jasc Software is a great example of a company who started small with Paintshop. It was a great software package (often called a "poor man's Photoshop") with a strong following. Photoshop was offered as uncrippled shareware without any spy-ware. And even as its author estimated registration as low as 1 in 5 downloads, it soon grew and took over the author's professional life. And as any Quake player knows, id Software has a simular story. And an even more rabid fan base (Remarkably, Quake is still played today).
To be sure, these success stories are dwarfed by the number of shareware and commercial operations who fail in the software business. But then, that's business. Most fail in any industry. Its a tough game.
If a small software developer hopes to survive it, they must have a community. It might be within an Open Source community. It might be created from fans of their commercial offerings. But there must be a support base somewhere.
Lavasoft and Ad-Aware have proven one lesson to any developers willing to pay attention. End users do not like the current methods used by spy-ware. As education spreads, more and more users will take efforts to disable this software. And that is a dire message to anyone who's business model depends on it. -
Re:Wolfenstein3d Barney Mod
Are you talking about speedview?
ftp://ftp.idsoftware.com/idstuff/source
It's with the Wolf3D source
SpeedView v2.00 by John Romero (C) 1989 Softdisk, Inc. -
Re:Imagine that.
I don't think that Valve would be in any position to give out either Quake 3 engine source code or "data manipulation tools for the data on which that engine operates" for an id Softwaregame.
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I love patronizing bozos like you.I could invent two items if I had a 3d engine
You might want to talk to these people. I am sure they can provide you with a "3D engine".
#1: Martial arts video game where you use your body as input for the game.
Consider reading this paper. You're a little late.
#2: True Artificial Intelligence
www.contrib.andrew.cmu.edu/~sager/ai
What exactly is "true artificial intelligence" versus "false artificial intelligence"? You mean neural networks, production or expert systems? What are you talking about? This guy is working on a project to simulate a human image with "intelligence" behind it. Perhaps you mean something that will pass the Turing Test?
I know it may seem cool to randomly throw out a few items you don't know anything about that you would like to "invent", but give it a rest. But, I guess I should try it for myself...
If only I had some 3D peanut butter...
#1. Some duct tape and a fly swatter where you use your pelvis to spank Rodney Dangerfield.
#2. True Auto Mobile.
www.saturn.com
Nah, wasn't so much fun. Use Google. :) -
I love patronizing bozos like you.I could invent two items if I had a 3d engine
You might want to talk to these people. I am sure they can provide you with a "3D engine".
#1: Martial arts video game where you use your body as input for the game.
Consider reading this paper. You're a little late.
#2: True Artificial Intelligence
www.contrib.andrew.cmu.edu/~sager/ai
What exactly is "true artificial intelligence" versus "false artificial intelligence"? You mean neural networks, production or expert systems? What are you talking about? This guy is working on a project to simulate a human image with "intelligence" behind it. Perhaps you mean something that will pass the Turing Test?
I know it may seem cool to randomly throw out a few items you don't know anything about that you would like to "invent", but give it a rest. But, I guess I should try it for myself...
If only I had some 3D peanut butter...
#1. Some duct tape and a fly swatter where you use your pelvis to spank Rodney Dangerfield.
#2. True Auto Mobile.
www.saturn.com
Nah, wasn't so much fun. Use Google. :) -
GooglepiphanyEach time we visit Google, it is with held breath. We have seen the bold 1990s freedom of the Internet dwindle into a thousand fragmented pieces where only the strong survive. Advertisements are everywhere, intruding into our mindscape. The ten thousands of images a year we see, advertising everything from Goodyear-on-a-blimp to online gambling protruding out of your Yahoo mail, are all designed upon the principle of mindless repetition.
It is well understood that the more times you see an image, the more likely you are to purchase its related product when you are wandering down the store aisles, wondering what to purchase. You've had the moment when you're standing in front of seven different brands of raisin brans, and you opt for one or another, little calculating that the one you purchased was simply imprinted upon your brain more times in recent advertising.
Google strides like a valiant and noble knight, a Don Quixote on a mission from heaven, to clear the mindscape of all those lurching, fragmented thoughts: "buy me!" "buy me!" "buy me!"
Like a gift from another universe, where things are cleaner, and evaluated by merit rather than popularity, Google presents an elaborate algorithm for sorting websites into fields of clarity. So insightful is their methodology, other larger search engines have bowed to this upstart. Even the mighty Yahoo, the first big engine on the 'net, has Google under the hood. So do a dozen other search engines, and thousands of sites who have turned their proprietary search functions over to the agile Google churner. AltaVista, Lycos, metacrawlers, and a few other great ones keep the American principle of competition solid, yet here we behold the miracle of Google.
We programmers watched Google come from behind, for we needed a relevance-based engine long before anyone else did: we had to have it so we could put it in the hands of others who needed our services; we were developers: we knew the information was out there, and were willing to spend hours tracking it down. Somewhere along the way, we'd stumble across this small search engine called Google, and discover that it turned up amazingly relevant searches, time and time again. No advertising. Quick.
So we bookmarked it, then we earmarked it, and finally we began to deliver the most precious kind of advertising which can be earned: we told our friends about it. And we delighted in the lack of advertising. Truly a geek's machine; sleek and relevant.
We watched the Internet bubble come crashing down around its own self- exuberance; we all know at least one programmer humbled by the rapid withdrawal of venture capital.
And so we watch Google carefully now, knowing that it is still bearing fruit for its venture capital investors, yet also knowing that our economy is continuing to draw inward, and as carefully as we form our sentences regarding the future of our welfare... we hold our breath when we visit Google each day for its wealth of free, friendly, and advertising-free three billion interrelated facets of information.
We watched Google handle the September 11 tragedy, worried that it might spark them into becoming a news portal, since their cache ability made them compete with sites like CNN which were swamped with 50,000 hits per second... and we saw Google come out cleanly, building on the crisis in a noble, not-capitalizing-on-the-crisis, manner. Now you can visit Google and find current information; it's a portal, yet ever so quietly, since there are no advertisements. Portals have become synonymous with a barrage of advertising, so what do we call this gallant creature who will not stoop to capitalism?
It's just a humble search engine: A search engine which points the way into a future with a clean mindscape. We may not all make it there; spammers prove that they'll come into such a future kicking and screaming for attention, and since we know that we all have to arrive together or else we none of us can arrive, we tolerate them.
Yes, we hold our breath each time we visit Google, lest they make that sad plunge into our noisy world instead of rising above it. And we are continually surprised by the improvements which they are making. These are not trivial improvements, simple cosmetic additions; one by one they have expanded our notion of how powerful a search engine can be, how it can nimbly reach into the deepest crevices of the Internet and produce a slew of relevant information on obscure topics. Search within groups. Search for images. Search only for images which are wallpaper sized from sites in Europe and are black and white.
The essence of the Internet, the information revolution, has somehow been bestowed upon the novel minds working for Google. We look at their job offerings, and yearn for the day when we can deserve such benevolence as to work for Google. Certainly only the best of the best work for Google (or id). They play hockey in their parking lots, and eat catered food every day. Ah, there we begin holding our breath. We like to have fun at work, but too much fun is a sign of venture capital.How do they do it, how do they keep going, and going, and going without losing integrity by selling ads or trying to do too much? Google quietly inspires us to consider a world without advertising. Oh, they take advertising alright, yet look at it: it's extremely targeted, intended to be relevant to the searcher. With a thick black line separating advertising and content. No advertiser images. None of this irrelevant barrage. Looking for a new ISP? Here's twenty links, and over here in the corner, ten folks who've paid us money to be listed when you search for ISPs. Google drew a distinct line between the advertiser content and their own content. And they steadfastly looked toward our needs when they tolerated no images. Text- based. Get the information into the hand of the gentleman while he needs it, and trust that he will come back later with a thank-you note in hand.
Well, here is one thank you note. I hold my breath each time I visit Google, and I use it extensively, and have for years. I was Googling when Google wasn't yet cool, and I'm delighted to see it surviving. I hope they remain solid in their condition of accepting no image-based advertisements, and pray they will continue to inspire us with clarity on the concept of what it means to serve.
The cache concept, now firmly entrenched in the way we conceive of the Internet, is perhaps the greatest aspect of the information revolution: You once published a site, but now it is defunct. Or your site is presently being slashdotted or DOS'd. No problem, visit the Google cache for the site, and there's your info, as clear and sometimes quicker than the original version. The folks at archive.org have taken this idea and run with it, yet I must admit the first time I realized how profoundly differently we were going to be processing information in the future came when I understood what Google was doing with their cache. I prayed then, and the prayer was answered, that the cache would not be shut down because of re-publishing rights issues. Now Google has enough momentum that it would take an act of Congress to shut off their caching.
Take a look at Google. Unlike most companies with bold pretty mission statements hiding inner corruption, Google somehow matches their ten operating principles with immediate proof. They do it right; they work hard for their money.
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AbandonwarezGeez, why don't game companies release the source to the old games too? id does a pretty good job. I remember Rise of the Triad was an awesome game!
Good stuff:- For old dos games, you might need Bochs
- Abandonware: Classic Trash
- ,
- theunderdogs.org, abandonware.universal.av7.net,
- arcade emulation: mame.net, mame.dk, mamefans.metropoliglobal.com
- To code new games that run on DOS/Win32/*nx/BeOS, use allegro.
NGO's that suck: -
Re:Make it a non issuea few diehard holdouts, notwithstanding
You write as if id is insignificant, which is clearly not the case.
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keyword: Raycasting.
"I guess this depends on your definition of "3D" in games. I was under the impression that true 3D meant that passages and rooms could exist on top of each other, creating true multi-layer scenarios. This is something that Doom could not do, but that Bungie's Marathon did. By that definition, Marathon should get the honor of being the "first true 3D" game."
You are right that Quake wasn't the first true 3D-game, or even the first true 3D-Shooter. If true 3D means objects and world made of filled polygons, games like Driller would surely qualify. It might even qualify as the first FPS.
Marathon, however, used a technique called Raycasting for the environment, and sprites for the characters/objects, and this is also the case for Doom, Wolf3D, Duke3D etc. Raycasting works by having a two dimensional map(or several maps above eachother, as done in Marathon and Duke3D to create rooms above rooms), and then scan what is within the players field of view from his current position/direction.
A Very simplyfied explanation:
Imagine a chessboard where all the black squares exept a small rectangle in the middle of the board are replaced with white squares. You are in one of the corners, and are facing the oposite corner. The engine scans what you can see within your 90 degrees field of vision , and whenever it "hits" a black square or the walls of the chessboard, it stops and put a wall-texture there. White squares are ignored. What you would see from your position in the corner is a square room with a small stonehengeish rectangle in the middle of the room. Ofcourse, the Marathon engine is far more advanced, but the Wolf3D engine actually used squares with either an CLOSED(wall) or OPEN-state.
I'm not sure, but I think I have read somewhere that John Carmack was the first to use this technique in the game Hovertank (minus textured walls) that was released in May 1991.
I wish my english was better... This page has working code for a raycasting engine, and explains the consept far deeper than I am able to. :) -
id software and open sourceOne thing I personally like about John Carmack and id software is that they have a long history of (eventually) releasing their games as open source.
Take a look at the FTP site: Wolfenstein 3D, Doom, Quake, and Quake 2 are all available. You still have to have the map files and other game data from a "real" copy of the game in order to play it, but all of Carmack and Co's magic is up there for study.
In short, they have quite a history of "giving back to the community." Even for games (such as Q3) where the full source isn't released, id always releases SDK's (for lack of a better term) to allow anyone that wants to the chance to create add-ons, extensions, and "total conversions" -- new games based on the existing code.
Very, very, cool.
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John Carmack rocks !All games released by ID have been great. Return to Castle Wolfenstein and Medal of Honor:Allied Assault are also superb games based on the Quake 3 engine.
ID Software is as strong as ever, and so is John Carmack. Thank you for everything, John!
For the ones that want to know more about John, here are some links:
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Re:You know...I don't know what game company that would have the gaul to do it
I know of one. id does... or have we forgotten the RtCW linux port? (Thanks TTimo)
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Re:In case you're wondering...
Yeah, but the Linux port was done by a guy at Id.
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Re:Overambition killed Ion Storm Dallas...
Valve was able to pull off Half-Life on the Quake II engine
Let's make that statement both more impressive and true, all at the same time. How about "Valve was able to pull off Half-Life by starting with the original Quake I engine"? Half-Life was not based on Quake 2. There's no way it could've been (the two were released too close together for Valve to have had time to modify the Q2 engine). Valve did have a license to some of the Q2 code, and thus brought some of that into their engine, but the majority of the code began life as Quake 1. Just to prove my point, here is a quote from id's Technology Licensing Program:
For teams that don't want to operate under the GPL, we're now offering a "non-GPL" QUAKE engine license for a flat fee of $10,000 per title
... Remember this engine is the foundation for what Valve did with Half-Life ... -
Website
So does this mean they are finally going to take down the Quake 2 stuff from the front page of their website and replace it with something a little more recent?
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Tough decision?
My vote goes to Return to Castle Wolfenstein without a doubt.
Even tho the single-player binaries have not yet been released, the multiplayer part will keep you busy for a while. It's being ported to single player as we speak, and the binaries can be found on iD Software's FTP server...
Support gaming under Linux; buy Return to Castle Wolfenstein from TuxGames!!
I have also enjoyed numerous games ported by LokiGames. Go to their site, and browse thru their catalog.
Titles I have enjoyed in 2001: Rune, Unreal Tourney, FAKK2, Soldier of Fortune, Tribes 2 and Alpha Centauri...
But RTCW [Return to Castle Wolfenstein] is still no. 1 ;-)
Get progress reports on Castle Wolfenstein port on LinuxGames and Christian Antkow's .plan file.
It's been a very good year for gaming in our favourite OS, let's hope it gets even better in 2002!!
Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup. -
Re:Another 3-letter group
That must have been CTF. Ok, it is not an organization, but I need a good big database to keep the track of all my frags and flags in CTF. I bet they gave it to Id.
:) -
From Linuxgames
Return To Castle Wolfenstein Linux Binary Released - Tuesday Nov 27 23:30:38 2001 - Updated by Michael
id Software has released the multiplayer Linux binary for Return To Castle Wolfenstein. The announcement was made in Christian Antkow's
.plan file. Big ups to Timothee Besset. The 4.57M download is available at:ftp://ftp.idsoftware.com/idstuff/wolf/linux/wolfm
p -linux-1.0.b2.x86.run.Disclosure: I am an employee of Activision, Inc.
Here are the install notes:
This setup will install the linux binaries for Wolfenstein Multiplayer in
I never get to karma whore! /usr/local/games/wolfenstein (or any other location you request). It WON'T INSTALL ALL THE FILES REQUIRED TO RUN WOLFENSTEIN MULTIPLAYER. You will need to manually copy a number of files to the /usr/local/games/wolfenstein/main directory.From a win32 Wolfenstein installation, copy the following files to your
/usr/local/games/wolfenstein/main directory:63211149 Nov 13 22:14 mp_pak0.pk3
4449596 Nov 13 13:45 mp_pak1.pk3
1118 Nov 13 16:59 mp_pak2.pk3
315823656 Nov 13 12:50 pak0.pk3
293887431 Nov 12 17:20 sp_pak1.pk3
11026123 Nov 12 17:27 sp_pak2.pk3ENTERING THE CD-KEY:
The first time you run the game, you will need to go to 'Options', and click on 'Enter CD Key' button. Enter the CD key (it's on your CD Jewel case).
NOTE: you don't need to give a CD key if you are installing a dedicated server.
SINGLE PLAYER:
This release doesn't contain the single player binaries of the game. The menu command to switch to single player is present in the interface, but it is completely inoperant.
Useful files in this installation:
- see CHANGES for a summary of wolfenstein linux changes
- see QUICKSTART for quick instructions to configure your dedicated server
- see Docs/Dedicated Server Notes.html for more dedicated server informationHow to get help and report issues:
- A FAQ with known issues and information about the linux binaries of Wolfenstein Multiplayer is maintained at the following address:
http://zerowing.idsoftware.com/linux -
From Linuxgames
Return To Castle Wolfenstein Linux Binary Released - Tuesday Nov 27 23:30:38 2001 - Updated by Michael
id Software has released the multiplayer Linux binary for Return To Castle Wolfenstein. The announcement was made in Christian Antkow's
.plan file. Big ups to Timothee Besset. The 4.57M download is available at:ftp://ftp.idsoftware.com/idstuff/wolf/linux/wolfm
p -linux-1.0.b2.x86.run.Disclosure: I am an employee of Activision, Inc.
Here are the install notes:
This setup will install the linux binaries for Wolfenstein Multiplayer in
I never get to karma whore! /usr/local/games/wolfenstein (or any other location you request). It WON'T INSTALL ALL THE FILES REQUIRED TO RUN WOLFENSTEIN MULTIPLAYER. You will need to manually copy a number of files to the /usr/local/games/wolfenstein/main directory.From a win32 Wolfenstein installation, copy the following files to your
/usr/local/games/wolfenstein/main directory:63211149 Nov 13 22:14 mp_pak0.pk3
4449596 Nov 13 13:45 mp_pak1.pk3
1118 Nov 13 16:59 mp_pak2.pk3
315823656 Nov 13 12:50 pak0.pk3
293887431 Nov 12 17:20 sp_pak1.pk3
11026123 Nov 12 17:27 sp_pak2.pk3ENTERING THE CD-KEY:
The first time you run the game, you will need to go to 'Options', and click on 'Enter CD Key' button. Enter the CD key (it's on your CD Jewel case).
NOTE: you don't need to give a CD key if you are installing a dedicated server.
SINGLE PLAYER:
This release doesn't contain the single player binaries of the game. The menu command to switch to single player is present in the interface, but it is completely inoperant.
Useful files in this installation:
- see CHANGES for a summary of wolfenstein linux changes
- see QUICKSTART for quick instructions to configure your dedicated server
- see Docs/Dedicated Server Notes.html for more dedicated server informationHow to get help and report issues:
- A FAQ with known issues and information about the linux binaries of Wolfenstein Multiplayer is maintained at the following address:
http://zerowing.idsoftware.com/linux -
From Linuxgames
Return To Castle Wolfenstein Linux Binary Released - Tuesday Nov 27 23:30:38 2001 - Updated by Michael
id Software has released the multiplayer Linux binary for Return To Castle Wolfenstein. The announcement was made in Christian Antkow's
.plan file. Big ups to Timothee Besset. The 4.57M download is available at:ftp://ftp.idsoftware.com/idstuff/wolf/linux/wolfm
p -linux-1.0.b2.x86.run.Disclosure: I am an employee of Activision, Inc.
Here are the install notes:
This setup will install the linux binaries for Wolfenstein Multiplayer in
I never get to karma whore! /usr/local/games/wolfenstein (or any other location you request). It WON'T INSTALL ALL THE FILES REQUIRED TO RUN WOLFENSTEIN MULTIPLAYER. You will need to manually copy a number of files to the /usr/local/games/wolfenstein/main directory.From a win32 Wolfenstein installation, copy the following files to your
/usr/local/games/wolfenstein/main directory:63211149 Nov 13 22:14 mp_pak0.pk3
4449596 Nov 13 13:45 mp_pak1.pk3
1118 Nov 13 16:59 mp_pak2.pk3
315823656 Nov 13 12:50 pak0.pk3
293887431 Nov 12 17:20 sp_pak1.pk3
11026123 Nov 12 17:27 sp_pak2.pk3ENTERING THE CD-KEY:
The first time you run the game, you will need to go to 'Options', and click on 'Enter CD Key' button. Enter the CD key (it's on your CD Jewel case).
NOTE: you don't need to give a CD key if you are installing a dedicated server.
SINGLE PLAYER:
This release doesn't contain the single player binaries of the game. The menu command to switch to single player is present in the interface, but it is completely inoperant.
Useful files in this installation:
- see CHANGES for a summary of wolfenstein linux changes
- see QUICKSTART for quick instructions to configure your dedicated server
- see Docs/Dedicated Server Notes.html for more dedicated server informationHow to get help and report issues:
- A FAQ with known issues and information about the linux binaries of Wolfenstein Multiplayer is maintained at the following address:
http://zerowing.idsoftware.com/linux -
From Linuxgames
Return To Castle Wolfenstein Linux Binary Released - Tuesday Nov 27 23:30:38 2001 - Updated by Michael
id Software has released the multiplayer Linux binary for Return To Castle Wolfenstein. The announcement was made in Christian Antkow's
.plan file. Big ups to Timothee Besset. The 4.57M download is available at:ftp://ftp.idsoftware.com/idstuff/wolf/linux/wolfm
p -linux-1.0.b2.x86.run.Disclosure: I am an employee of Activision, Inc.
Here are the install notes:
This setup will install the linux binaries for Wolfenstein Multiplayer in
I never get to karma whore! /usr/local/games/wolfenstein (or any other location you request). It WON'T INSTALL ALL THE FILES REQUIRED TO RUN WOLFENSTEIN MULTIPLAYER. You will need to manually copy a number of files to the /usr/local/games/wolfenstein/main directory.From a win32 Wolfenstein installation, copy the following files to your
/usr/local/games/wolfenstein/main directory:63211149 Nov 13 22:14 mp_pak0.pk3
4449596 Nov 13 13:45 mp_pak1.pk3
1118 Nov 13 16:59 mp_pak2.pk3
315823656 Nov 13 12:50 pak0.pk3
293887431 Nov 12 17:20 sp_pak1.pk3
11026123 Nov 12 17:27 sp_pak2.pk3ENTERING THE CD-KEY:
The first time you run the game, you will need to go to 'Options', and click on 'Enter CD Key' button. Enter the CD key (it's on your CD Jewel case).
NOTE: you don't need to give a CD key if you are installing a dedicated server.
SINGLE PLAYER:
This release doesn't contain the single player binaries of the game. The menu command to switch to single player is present in the interface, but it is completely inoperant.
Useful files in this installation:
- see CHANGES for a summary of wolfenstein linux changes
- see QUICKSTART for quick instructions to configure your dedicated server
- see Docs/Dedicated Server Notes.html for more dedicated server informationHow to get help and report issues:
- A FAQ with known issues and information about the linux binaries of Wolfenstein Multiplayer is maintained at the following address:
http://zerowing.idsoftware.com/linux -
Wolfenstein
Why would one use Wine to run games on linux when the linux port for Return to castle Wolfenstein has just been released?
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Related...
And don't forget that the best game of all times (with Civilization) : Commander Keen has been ported to Game Boy Color
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Re:win/linux?
Not out of the box (unless you bought it at ). TTimo @ ID Sofware is making linux binaries that will allow you to play in linux. Binaries for the Test are already out and working beautifully. Get the Test2 binary HERE
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Re:pant. pant. pant.
...I was playing Quake @ 50fps.... As a point of reference it was about 1994 or soBzzt! Wrong! According to this page, id didn't release Quake until 1996. I doubt that they were beta-ing it on Alphas, too.
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Re:OS X version?
Right here: ftp://ftp.idsoftware.com/idstuff/wolf/osx/
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Linux Version is Availableftp://ftp.idsoftware.com/idstuff/wolf/linux/
Check Linuxgames for more info and another mirror.
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I loved the original..
I loved wolfenstein 3d - it was the first computer game I ever really played. I spent hours totally immersed - the sounds, the german, everything made it a totally great game.
I did cheat slightly though - I could tell if there were a lot of guys in the room ahead before I opened the door. If I walked up to a door (before opening it), my hard drive would grind and the LED light would flash like crazy if there were germans in the room ahead.
This version though doesn't seem to be as groundbreaking or entertaining as most other games currently on the market. Quake 3 took the first person shooter as far as it could go. I think that genre has perhaps reached it's peak.
I think there are some really great games out right now. Games like starcraft, the sims, rollar coaster tycoon and nhl2001 are some of my personal favorites.
I just wish more of those bastard software developers would port their software to linux and/or solaris so I wouldn't have to reboot as much :-) -
Re:Transgaming Says: SDL == WINEX
I have some native games right now from companies like Loki, and Hyperion, and tribsoft, and the native binaries produced by such companies as id software.
But of course nobody using Linux is gaining anything when we emulate windows api's and then spend money on windows games. You _can_ buy so many titles right now, and we want to ruin that with spending money on windows emulation and adding to the windows sales figures!?
I don't believe companies like Loki have to end this way, we can make a difference right now and we certainly aren't going to help through the purchasing of windows games which is what you are doing when you emulate their API's so you can play these things. -
How to fix Q3 under MandrakeI was one person who ended up acting as a tester for TTimo's updated sound info (2001.9.17) on the Quake3Linux FAQ page.
Not 100% sure, but in a lot of cases installing updated kernels (NOT the default installation kernels themselves) will result in unaccelerated graphics. So if you are recompiling from source make sure you turn on DRI. Then...
Basically you must recompile the ALSA 0.5.11 modules and reinstall them. Don't use the ALSA beta drivers, they don't work.
If your
/etc/modules.conf file doesn't include the needed aliases for your sound card, change them to fit (should be on by default). The ALSA home page should help if you need it.Good luck.
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Re:What About Mac?
Earlier up in the postings, somebody said that ID had dropped Mac support for Q3. And quake3arena.com doesn't have any mention of a Mac update, but I'm sure somebody will come along and help us out. There Mac community isn't exactly small, and it has more than it's share of talent.
What's currently available from ID can be found here:
ftp://ftp.idsoftware.com/idstuff/quake3/mac/old/ -
Re:Sound segfaults still aren't fixed under Linux
Please note that there is a mention of this in the Quake 3 FAQ. I've read through the sound section in the FAQ, and 1.30 works fine with +set s_initsound 0, but still crashes on the initializing sound system (after wiping out my config files, as well). I'm running the 2.4.10 kernel this time with no sound daemon running and no window manager running except for an xterm, using the kernel SB Live drivers. I haven't found anything in the sound section of the FAQ that addresses these instances. Wolfenstein Test runs with no problems, BTW.
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Re:linux version
After a bit of looking around I finally found linux v1.30
Grab it here
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What's up with fileplanet requiring a login?...
... that's just bollocks, and they f**k off. I went to ftp.idsoftware.com and found the point release there. They don't have a very beefy server, but I've set ncftp downloading it without any of that fileplanet crap. They only allow 150 logins, but you could try: ftp://ftp.idsoftware.com/idstuff/quake3/win32/q3p
o intrelease_130.exe -
Of course there's a Mac OSX version...Here's the OSX build - and according to Graeme Devine, it's running very nicely indeed.
The OS X build is looking good. On my G4 dual 800 with a GeForce 3 card I get 90fps in game, while on my P3 dual 800 with a GeForce 3 I get 30fps on the same settings.
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RtCW Game Browsing, and FAQ
If you want something to check your favourite servers with, I suggest XQF CVS.
You also might want to peruse the Linux Wolfenstein FAQ while downloading.
If that doesn't help you, check the Linux Quake 3 Arena FAQ for similar problems.